Why dont you upload the other void games here? I didnt realize you had more till I saw the link in my favs on my profile.. very hard to find if you ask me, and no wonder no one gives you much feedback, cant find the games!

Baturinsky-
I just wanted to say that Void is a fantastic game!
It has provided countless hours of entertainment, but sadly my data keeps getting erased if I don’t play for a short while.
Great job! I look forward to the next one when it comes out.

hey, Baturinsky. I checked the site but the most recent version is still the same. I was wondering if you knew how long till you finish the game or you have the next demo. Love the first game and the second. keep up the good work

To be honest, I don’t know how much it will take. But I haven’t gave up yet:) I was not clear like alot of things in game should work together – quests, character progression, player reputation and factions relations, etc. But I mostly sorted it now and coding quests now. Hopefully next version will be actually more like a game, and less like a technical demo:)

Sorry, 0.5 is not stable. Probably 0.7 will be first actually playable version.
Agency has no enemies, so yes, you can’t get their rep by killing. In 0.5 you can gain rep by trading, though not that fast too. Quests in 0.6 will be main source of rep.

all right thanks, i was just giving advice. on the note of trading, in my opinion it should be more profitable, as in a larger difference in price between stations. also there should be a way of predi…

all right thanks, i was just giving advice. on the note of trading, in my opinion it should be more profitable, as in a larger difference in price between stations. also there should be a way of predicting the price it will be, or a way of purchasing information at a station on what a different stations current prices are.

by the way, what would be cool is some sort of dynamic faction station control. as in, the brotherhood might conquer a coorperation station. to make it so one faction doesnt conquer all, you could have each faction have a maximum number of stations, and have weaker factions gaing up on the strongest faction.

do you generate AI ships from scratch, or from components at a station?

do you plan to add more exploration and trading content to the game, like asteroid mining and such? maybe shipwrecks that can be “mined” for resources like rare alloys, chips, ship parts, and so on…

also more non-combat missions, like “scouting” enemy bases (by going within sensor range for x seconds), and maybe missions “chains” where you have to complete the first mission to get the second, and third, and so on, and maybe eventually non-money rewards like rare/good ship components

the supply missions would be less painful if there were more choice of armed transport hulls too

maybe change the repair slot to a more generic electronics slot, that could also contain mining or combat drones, sensor boosters, cloaking/stealth, ECM (screws up guided missiles), targetting computers, and so on

and the weapons should be more balanced (and varied) than in void 1 – do you need help with that?

Range IS an issue for weapons, as it is increasingly hard to hit anything at distance with most weapons.

There will be different kinds of boost modes for engines (usually requiring energy). Plain speed increase, single impulse, short-range jump.

Yes, bombers and liners are a little too good, I’ll nerf them a little. Also, may be replace some of Agency speed with some other bonus.

I don’t see a problem in player using a lot of weapons. After all, it is usual in both FPS and RPGs to have a lot of spells/guns at fingertips. Switching other equipment, though, can be somewhat troublesome. Should player be able to hot-swap engines and shields in the middle of battle? I don’t think so.

Scouts and Brotherhood will have bonus to hide, Agency bonus to scan radius. Not sure which hull should get bonus to scan. Bomber and Motherships, may be, as they are supposed to be support ships.

Algorithm of visibility will be as follows: there is a base visibility range (may be 10 km), which is multiplied/divided by both side’s bonuses. So, scout has x2 hiding, agency fighter has x1.5 scanning, so fighter will see scout at 10 * 1.5 / 2 = 7.5 km. All friendly ships are visible, whoever is in radar range of hostile is visible to everyone.

Cargo mines – may be, but it will be somewhat tricky to teach AI to use or avoid them.

Whether things are hard to hit at a distance is not relevant. I see no advantage for fast ships to get closer if slow ships can just hot-swap weapons to use more short range firepower.

FPS games are usually fully twitch-based, with no ship design screens. I have no twitch skills whatsoever, so I don’t play FPS games much.

RPGs with randomly generated equipment have massive amounts of junk to sort through. Anything below what the player currently

Look at MechWarrior 2, or the BattleTech universe in general. Few of the equipment in there was really useless, and they have whole forums dedicated to discussing the pros and cons of user-made mecha designs.

Bomber and motherships already occupy the huge warship role. Add another hull specialized in scanning and hiding, and give a smaller scan/hide bonus to drones and maybe scouts.

Cargo mines – think of them as very slow moving missiles. AI can just dump them around randomly when in combat against a nearby enemy, and avoiding them is no harder than avoiding incoming fire.

Advantage of fast ship is being able to get FURTHER, or being where it is needed most. Scout is a poor choice for one-on-one fight vs bomber, but it can pick and destroy soft targets, that no one else…

Advantage of fast ship is being able to get FURTHER, or being where it is needed most. Scout is a poor choice for one-on-one fight vs bomber, but it can pick and destroy soft targets, that no one else have chance to catch.

Void is not a FPS, but not a turn-based RPG either. It’s action-rpg, like Diablo, Elder Scrolls, Titan Quest, Borderlands, Ragnarok Online etc. And they often end up using over dozen of abilities or weapons on hot keys. I doubt, though, player will use more than a few weapons actively.

If you don’t have/want to use twitch-based skills, you can tailor your ship/team to fit your style – trade dodging ability for firepower, use weapons that does not demand good aiming skill, etc.

Scouts are already (well, as soon as scan range is implemented, that is) specialized exactly on scanning and hiding. Even if they don’t have innate bigger scanning radius, they can fly fast to where reconnaissance is necessary, see enemies before being detected, and run away if necessary. Also, as we already have seen (I suppose), number of types of hulls is not same as number of specializations. I’ll make sure to add options besides hull bonus to increase your scanning range.

Your “Void” project looks like a freestyle adaptation of our game “Space Rangers” under flash. It appears that you drew inspiration from it. ;) In any case this is amazing, especially considering that you added their own very interesting game features. I look forward to a sequel final release. Good luck, comrade!

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